Saturday, 30 April 2022

“29, Let’s Go!”: Turn 1, Probe at La Cambe

 

“29, Let’s Go!”: Turn 1, Probe at La Cambe

The US 175th makes contact with the first serious opposition they have had on their advance along the highway. This is a Probe scenario, where the Germans (shocked by the appearance of the Allied column) will withdraw if the US player can exit any Team off of the German table edge. 

Map

The outskirts of the hamlet of La Cambe. On the German table edge is an orchard and some stone farm buildings. The US table edge contains hedgerows, a stone house and two wooden sheds. There is a large farm house on one side of the road and a tilled field planted with cabbages on the other. The tilled field is Broken Ground. 

Support Choices

German support: Barbed wire (1), Ie IG.18 (4), MG42 HMG (4), 3 entrenchments (3)

The Germans also have an off-map Flak 88 which can see some of the map. It was positioned for an anti-air role so only has an obscured view of the highway. 

US support: Sherman (6), Sherman (6), additional BAR for all squads (1), mine clearance team (1), 60mm mortar (3), bazooka team (2) 

Combat 

German morale starts on 8 and US on 10.

US scouts had reported enemy movement up ahead - on the other side of the cabbage field. US 1st Squad took up position on the hedgerow opposite, trying to catch sight of the Krauts. US 2nd Squad moved cautiously up the road. 

US 1st Squad lines the hedgerow, while 2nd Squad is deployed on the road

A pre-sighted and dug-in German infantry gun began firing HE shells directly at the GIs lining the hedgerow opposite. The HE rounds inflicted casualties and shock. Accurate rifle and BAR fire from the GIs killed most of the gun crew, but the lone gun commander kept the gun operating by himself for a while longer.


Machine-gun and rifle fire opened up from German infantry dug-in along the hedgerow at the other side of the field. US 3rd Squad deployed beside US 1st Squad and returned fire. 

A US 60mm mortar peppered the German positions with mortar bombs (causing no casualties) and then promptly ran out of ammunition. 

The US platoon commander - seeing the heavy fire his troops were taking - took shelter in the stone house nearby. A wary if not heroic officer. He ordered US 2nd Squad to advance (in the open) along the main road - with covering fire from 1st and 3rd Squads.


But as 2nd Squad started up the road it came under intense machine-gun fire from a German HMG in the orchard. 2nd Squad started taking heavy losses. The GIs were very much exposed on the road. 

German HMG

The German infantry gun finally fell silent as the commander (and sole crewman) was hit. The German 2nd Squad deployed beside the now silenced gun, firing its LMG at the GIs. 

A Sherman tank rumbled into view, spraying the German HMG team with its coaxial machine-gun. It also fired an HE round for good measure. The German HMG stopped firing, the crew dead or seeking cover. The Sherman also fired its coaxial at the German 3rd Squad, which was spotted dashing through the orchard. But it only managed to mangle some apple trees. 

The mortar is out of ammo, but a Sherman provides fire support

The Sherman did not advance - the crew had been warned of a German Flak 88 in a field to the north which had a partial view of La Cambe. The crew knew they were safe as long as they kept away from the open area ahead. 

The US troops were shaken, had taken heavy casualties, and it seemed even the arrival of a Sherman tank wouldn’t be enough to renew their morale. The GIs withdrew to regroup for a second assault.  

Results

US casualties: 13

Germans suffered 3 casualties (core force only): 1 KIA and 2 wounded 


German player:

CO’s opinion rises from 0 to 1. 

Men’s opinion rises from -1 to 1. 

My attitude goes from Worried to Relaxed. 


US player:

Colonel Goode’s attitude remains Worried. 


Post-script

We later realised we’d make some errors. I mistakenly told Cam that he rolled for troop morale per the normal rules in At The Sharp End. But in fact he doesn’t in this campaign. My mistaken advice influenced his decision to withdraw. On the other hand, Cam knew about my Flak 88 and where it could fire - which was supposed to be secret umpire notes. 

So, after some discussion, we decided a sporting compromise was Cam didn’t have to roll for his CO’s opinion for this first turn. 

We also discovered later that support weapons can share hits within infantry within 4 inches. This would have been helpful to know in the first two games! Great fun was still had. 


Intro: "29, Let's Go!"

 

Intro: "29, Let's Go!" 

A Chain of Command campaign by Richard Clarke



In our latest Pint-Sized Campaign we move to the Omaha Sector. We are playing “29, Let’s Go!” by Richard Clarke. 


The campaign focuses on elements of the US 29th Infantry Division as they battle their way inland from the landing beaches.


Background


The US objective for the campaign is the town of Isigny. Historically, possession of the town was vital to the advance of the entire 29th Division because the Germans had flooded the Aure River valley. If this inundated area proved to be impassable the river and its valley could be crossed only at or near Isigny. Capturing the town was also necessary for the eventual junction of the Utah and Omaha Beachheads. 


The 175th Regiment (29th Infantry Division) landed on D-Day+1, having been held at sea in reserve. The beach was already secured.  The regiment headed south from its assembly area and toward the main highway that led to Isigny. It had orders to advance on and seize Isigny “with the least practicable delay.” Elements of the German 352. Infantrie-Division stood in its way. 


Opposing Forces


Germany - 352. Infanterie-Division

I will be playing a scratch rear-guard unit. My troops are mainly from a grenadier battalion in the 352. Infanterie-Division. My “core force” will be defending the main highway to Isigny, with two other groups defending fixed positions either side of the highway. 


The 352. was rebuilt in France after being shattered on the Eastern Front. Most of its troops were young 17-year-old conscripts. But it had a core of Eastern Front veteran NCOs who had been rigorously training the young recruits.  


352. was commanded by the talented Leutnant‐General Dietrich Kraiss. He took the initiative to place his division on alert shortly before D-Day because he correctly concluded that the Allied invasion was imminent and was going to occur in Normandy. 


United States - 29th Infantry Division

Cam will be playing the forward elements of 175th Infantry Regiment, 29th Infantry Division. The 29th Division, a National Guard formation nicknamed the “Blue and Grey”, was commanded by West Point graduate Major-General Charles H. Gerhardt. Its assistant commander was the famous Norman “Dutch” Kota (Gerhardt’s West Point classmate), who became one of the highest ranking Allied officers to lead men directly in combat on the frontline during D-Day. General Kota may make an appearance during our campaign. 


The 29th Infantry Division had been intensively trained in England before the invasion. Some of its men had undergone ranger training. 


Marching inland the 175th Regiment was accompanied by two companies of tanks from the 747th tank battalion, an independent formation attached to the 29th for the landings and subsequent push inland.


Campaign structure 


Omaha Sector: US player's route marked in orange

The German forces in the area are retreating to a new defensive line.  As the German player, I have to halt the US advance on Isigny long enough to allow significant German forces to withdraw across the river bridge at Isigny, and also buy sufficient time for pioneers to construct new defensive positions along the bank of the river. 



There are 5 scenarios. If the US player wins all 5 scenarios in a row, it is a heroic US victory. If Osmanville falls in campaign turn 6 or 7 it will be a major victory for the Americans, whereas Osmanville falling in Turn 8 will be a marginal US victory.


US staff map - German positions marked 










Saturday, 12 June 2021

Big Chain of Command: "Forces collide near Hell’s Highway"

I joined forces with Cam against our friends Skampy and Rob for some Big Chain of Command.

We came up with a scenario: 


Forces collide near Hell’s Highway 

German and Allied combat patrols meet during Market Garden. 

Allied combat mission: seek and secure a suitable outpost approximately 1 km east to protect the flank of Hell’s Highway.

German combat mission: kampfgruppe to undertake recon in force toward Highway 69. 

Use the scenario “The Patrol” from the main rule book. Each side has 6 support points in total. No additional tanks/assault guns/tank destroyers can be selected (except the Stuart Light Tank). 

Scenario notes:

  • The map should have a mansion at the center. Troops may enter it via the doors and bottom story windows. 
  • Intelligence found ! The first side to have troops reach the 2nd story of the mansion gains a free COCD.
  • Neither side may select entrenchments, static defences or a pre-game barrage 
  • Any AT guns can only be deployed on or after Turn 2. 
  • Add to German support list 3: ‘Tank Hunter Team’, 4 men armed with 2 smoke grenades, 2 panzerfausts, 1 tellar mine, 2 SMGs and 2 rifles. [9.3.4]
  • Add to US support list 1: ‘BAR’, 1 rifleman is replaced by a BAR gunner. No assistant gunner needed. May only be selected twice. 

The German infantry are regular panzergrenadiers (+3)

The German armoured platoon commander may field two StuG III Gs (-1) or two Panthers (+2). Note: the StuGs have smoke projectors (see Core Rules at 11.8.2). 

The Allied infantry are regular US Airborne (+4)

The Allied armoured platoon commander may field three Shermans (+1) or four Shermans (+4) or three M18 Hellcats (+3) 

Terrain notes:

  • The planted field is broken ground. 
  • The hedges around the mansion are thick but only around 3 or 4 feet high - a low obstacle and light cover. 
  • The old ruined coach-house wall is hard cover and a medium obstacle. LOS is interrupted unless troops are using as firing position. AFVs do not have LOS interrupted. 
  • The stone walls and fences are medium obstacles. 
  • The pond is impassable.
  • Full phase to switch floors in mansion. Can enter via large windows as well as doors. 
  • Fully tracked vehicles can drive over stone walls and hedges, half-tracks need to dice to see if they get stuck, and wheel vehicles cannot. 


The game 

I played German armour with my two StuGs and Cam played the accompanying panzergrenadier platoon. 

Skampy played the US Airborne platoon and Rob played the three M18 Hellcats. 

Both sides managed to get JOPs right up against the hedge bordering the mansion. 

Cam deployed a squad of panzergrenadiers with the intent of capturing the mansion and getting the free COCD - we wanted to end the turn to bring on our Pak-40. We figured our Stugs would be at a disadvantage against three Hellcats … but we were wrong ! Those Hellcats have a mere 3 armour and so proved very fragile - especially compared to the Stug’s 7 armour and low profile. 

German 1st Squad & Senior Leader rush to mansion

"In through ze windows!"

I deployed my first Stug and placed it on overwatch. Rob brought on his senior leader Hellcat. The stug fired at the the Hellcat and it went up in flames. (Later we realised, we’d forgotten that the deploying unit can shoot first and the over-watching unit - if it survives - can fire back … oops!)




Skampy had deployed his two Airborne squads on overwatch and when Cam’s panzergrenadiers appeared at the bottom floor of the mansion they opened up. That first panzergrenadier squad didn’t achieve much and eventually after a couple of phases of taking heavy casualties the four surviving squad-members hastily withdrew. Our senior leader was with them and we didn’t want him to die in vain. We never did get to the second story and that COCD. 

"See any movement in the mansion - open fire!"

Rob brought on his other Hellcats and used the mansion to block line of sight from my two Stugs. At least the Hellcats are fast! He used the Hellcats’ top mounted HMGs to good effect against our troops, which were mainly fringed around the hedges bordering the mansion. 

One Hellcat did get a hit on one of my stugs (not the senior leader, fortunately) and the stug suffered a wounded commander. With only one CI to activate crew, this made the stug far less effective - because I couldn’t even move and shoot on the same phase. 


Rob got a bit too bold with one Hellcat - rushing it forward, and we destroyed it with our panzerschreck team. The panzerschreck team was then promptly killed on the Allies’ phase. 




Hellcat taken out by panzerschreck - while surviving members of German 1st Squad bugs out of mansion



Skampy brought on his support choice - an extra Airborne squad - and he moved to occupy the mansion with one squad while moving the other two around, hugging the hedgerow, to slowly flank our infantry. He used marching fire to keep up a steady stream of bullets on our infantry. The survivors of the German first squad became pinned and then broke. (Fortunately we’d detached our senior leader). 


We managed to roll enough 5s to end the turn and bring on our Pak-40. Now the lone Hellcat had to face two Stugs and a Pak-40! Eventually we destroyed it after several shots from the Pak and command stug. 


The Allies’ morale had begun on 8 and had taken a big hit with all these exploding Hellcats - but German morale was also critically low because we’d suffered a team lost, heavy infantry casualties and a wounded stug commander. Both sides were now only rolling 3 command dice. 

(We play with a shared Morale Pool but only dice ‘bad thing happens’ once for destroyed AFVs to avoid the game being too short). 

Our sniper killed an Airborne junior leader, and with that both sides’ morale dropped below 3, meaning a dishonourable draw and both forces withdrawing. 

Sniper gives the Germans a draw



Friday, 28 May 2021

"All American": end of campaign debrief

 “All American” debrief chat 

I joined my opponent Cam (US Airborne player), and our regular umpire Skampy, for a debrief chat about the last battle and campaign in general. 

Skampy: This bridge map is heavily skewed toward the Allies. They start with two free chain of command dice and it’s a bottleneck. DA, you were right with your support choices, rightly guessing Cam would go heavy AT. I think you should have brought on your third squad earlier, although the command dice weren’t kind to you in this last game.

Your original plan to commit to one flank was solid. Your biggest misplay in my view was not having your Renaults move full-tilt up over the bridge. If they get knocked out at least they’re good cover. Those renaults don’t have decent firepower anyway. Put them both on early and rush up. 

Cam: This was our first chain of command campaign and it was a bit terrifying defending against the Germans. In hindsight a huge turning point was right at the beginning. I was able to stall DA on the first map and he was on the back foot after that. I was able to kill a lot of Germans.   My paras did well ! Except Foxhole Harvey… 

Skampy: Harvey is teaching civilians at Chilton Foliat jump school now. 

Cam: In this last battle, I started with two chain of command dice and rolled plenty of 5s. My bazooka ambushes were useless but being able to remove smoke helped me. The sniper helped to draw your covering fire. 

Skampy: DA should have had 4 sections. But he took a lot of casualties getting to this map.    

DA: Yes, Cam really bled me of manpower. Tallying up total campaign losses, Germans suffered 45 casualties including 28 KIA, whereas Airborne suffered 25 casualties and 11 KIA. 

I was hoping to have enough time for two cracks at this map. The US player loses their free chain of command dice after the first game on this map, and so then I’d be able to use a forward observer or pre-game barrage. But Cam delayed me enough that I only had one chance at La Fiere. 

I was planning on using the Renaults for covering fire but in retrospect maybe Skampy is right – all they’re good for is line of sight blocking. 

Having only one SL, one wounded JL, one dead JL, and a dearth of 3s on the command dice also meant my “action economy” was not high enough to coordinate a massed assault across the bridge. 

The scenario rules say the Germans' one Jump-Off Point can be moved via a Chain of Command Dice per the normal rules. So that might have been a good move. 


Well, we all agreed a very fun campaign - ending on an action-packed finale. 

See you next time when we start our play through of “29, Let’s Go!”

- Fire the Bren crew


Knocked out Renaults on the La Fiere causeway.
Source: Warfare History Network



Saturday, 22 May 2021

"All American": Turn Five, Battle for La Fière

 Turn Five: Battle for La Fière

A heavy attack is mounted across the causeway as the Germans strike their objective. Intense fighting occurs as the American paratroopers put up a relentless defense.

Map



The La Fière manoir has the main house and a variety of out-buildings: a small timber woodshed, a two-level half-timber shed (facing the bridge), two stone cottages and a stone stable with a thatched roof. The Airborne have their local Command Post in this stable. 


Across the road from the manoir, to the north, is a large open field bordered by chest-high hedges. 

(Stug III to show scale only)

There is a medieval stone arch bridge over the Merderet River. The river is impassable terrain. 

The most notable feature of this area is the inundated fields surrounding the elevated causeway.  This water counts as Really Heavy Going. Troops caught in this terrain count as being in the open, with no ability to go Tactical nor move At the Double. No vehicles may enter the inundated fields.

Support Choices

German Support: Renault R35 x 2 (8), 1 Infantry Gruppe (4), Adjutant (1)

US Support: Bazooka Team (2), Sniper (3), 1 entrenchment (1), and 57mm M1 anti-tank gun (via a Wild Card). 

Platoon Leaders

Lt. “Hat-Trick” Patrick commands the US Airborne. However, he never joins the fray - he apparently had to deal with a crisis elsewhere. It’s left to his doughty sergeants. 

The German platoon commander is Unterfeldwebel Konstantin Hermann - a young and callow NCO and former Hitler Youth leader. 

Hermann’s platoon suffered seven casualties in its last combat. He re-arranges his squads to bring two up to full strength, and the third is reduced to just a 4-man LMG team – to provide covering fire. Troops from another unit “volunteer” to make up numbers for the attack (infantry gruppe support choice). 

Special Scenario rules (abridged) 

The Americans have prepared several anti-tank defenses to hold the bridge, one of these being an ambush position underneath the bridge. The position can fit two Teams or one Squad. The US player begins the game with two full Chain of Command Dice. 

Combat

The Germans, having been delayed by the paratroopers, are behind schedule and this is their one shot to take the vital bridge at La Fiere. If they fail then their operational objective will be lost ! 

US morale began on 12 and German morale began on 11. German morale remained relatively good despite heavy casualties but it would transpire Hermann was unable to keep full control of the situation and coordinate the assault across the bridge (I was not getting useful command dice rolls!). 

The German plan was to get their infantry across the bridge with smoke and covering fire, then flank around the manor house. The objective JOP was in the thatched-roof stone stable. 

It was a slow start. After some eerie quiet (phases where nothing happened), a lone Renault appeared and was soon joined by the German 1st and 2nd Squads which moved cautiously up either side of the road. 

The US Airborne had deployed Sergeants Hobbs’s 1st Squad behind the corner of the stone wall with a clear view of the bridge. An Airborne sniper hiding on the upper floor of the half-timber shed fired on the approaching Germans. This sniper ended up inflicting several casualties including killing half of the independent LMG team and lightly wounding Obergefreiter Fassbender (leader of German 1st Squad). 


US Platoon Sergeant Joe Lott deployed behind the thatched-roof stable, near the platoon's 60mm mortar. The mortar crew continued to bomb the causeway and bridge during the engagement. 

Platoon Sergeant Lott giving orders 

The German independent LMG team took up position on the causeway and gave covering fire – mostly by firing at the half-timber shed. (The RAW seemed to us to allow covering fire on a sniper’s position even if the sniper hadn’t been spotted yet. Covering fire is aimed at a terrain feature. This also seemed plausible from a real-life perspective). 

German 1st and 2nd Squads, a Renault and independent LMG team (now two men down) moving cautiously up the road toward the bridge

A bazooka team hidden underneath the bridge jumped out – fired at the Renault – and then scooted away. The bazooka rocket was clearly a dud because (despite hitting side armour) it only frightened the crew and caused no physical damage to the little tank.   



The Airborne had created a formidable roadblock – an M1 57mm gun entrenched with sandbags in the middle of the road and with a perfect field of fire on the bridge. The M1 fired at the Renault. The tank is small and obscured by the curve of the bridge. The AP shell missed. 

Panzers going to Sainte-Mère-Église will need another route...

The Germans inched toward the bridge – with a fire and advance tactic, exchanging fire with US 1st Squad. The US 2nd Squad deployed on the other side of the road – in the field opposite the manor – and bolted into position at the corner of the hedge. The bridge was now well covered by both Airborne squads’ field of fire – a textbook crossfire defence on a choke point. 


US 2nd Squad deploys and bolts toward corner of hedge. Sgt. Ross has captured Schmeisser in hand

Feldwebel Hermann arrived on the scene to personally lead the assault across the bridge. He ordered smoke grenades to be thrown. He then followed 1st Squad in a dash across the bridge and toward a stone wall on the opposite side of the river. The lightly wounded Obergefreiter Fassbender tried to keep up – his wound hastily bandaged up. Luckily the sniper shot had only grazed him. 

"Angrif!" 

"We can't see 'em, Sarge!"

German 1st Squad started taking casualties and became pinned by intense fire from US 1st Squad before it could reach the safety of the stone wall. And the smoke dissipated in the wind ! (Cam ended the turn with a COCD).  

"Pour it on 'em!" 


With the smoke cleared, US 2nd Squad was able to add even more direct fire onto the exposed grenadiers of German 1st Squad. 

The German 2nd Squad remained on the bridge, receiving decent cover from its stone parapets, although still taking some casualties, including the squad leader Obergefreiter Kehrer. 

The Renault accelerated across the bridge. And a second Renault appeared on the causeway. 


Broken under withering cross-fire, the survivors of German 1st Squad (including Hermann) ran back to the causeway. 

The German 3rd Squad – the scratch force of “volunteers” – had arrived and sprinted up the causeway to the bridge. 





(Note Hermann and the remnants of 1st Squad in background)

The lead Renault survived two more near-miss shots from the US 57mm. Truly the luckiest tank crew in the entire Reich! 


Feldwebel Hermann ordered his men into another assault. The German 2nd Squad fired from the bridge on to the US 2nd Squad behind the hedge. Then came the order “Handgranaten!”, and the German 3rd Squad lobbed four potato-mashers at US 2nd Squad before charging forward. 

The grenades’ blast effect stunned the Airborne a bit (some shock) and the fire from the bridge in support had some effect too (some more shock). The Airborne managed to fire on the charging Germans (Cam played an COCD Interrupt) - although the dazed Airborne, with their ears ringing, fired wild and hit no-one. A bloody hand-to-hand engagement followed. With the thick hedge as a defensive barrier for the Airborne, the Germans were at disadvantage in close-quarters. The Airborne killed 7 Germans in hand-to-hand fighting, while losing 4 of their own men. The three surviving Germans retreated in disarray. 




With their infantry support cut to pieces, the German tanks began to reverse out of the combat area. The German attack had failed. 

The campaign initiative passed to Cam and he of course declared he was counter-attacking. Thus the campaign ended with a US Airborne victory as it was impossible for me to reach map 4 by the end of campaign turn 7 ! 

As a laugh, even though I’d conceded, Cam played his last COCD to ambush my Renault with a bazooka team. He fired at close range into the rear armour of the tank. The tank survived.  

Results

Germans suffered 18 casualties: 12 KIA, 3 wounded, 3 wounded but able to immediately return to duty. 

Airborne suffered 7 casualties: 4 KIA, 3 wounded but able to immediately return to duty. 








"29, Let's Go": Turn 4, Flanking attack at St Germain-du-Pert

  "29, Let's Go!": Turn 4, Flanking attack at St Germain-du-Pert The US column cannot advance with the threat of mobile anti...